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First version of exporting animation clips
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Assets/FbxExporters/Editor/FbxExporter.cs

Lines changed: 1 addition & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -3054,26 +3054,12 @@ private void ReplaceFile ()
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[MenuItem(ClipMenuItemName, false, 31)]
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static void OnClipContextClick(MenuCommand command)
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{
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/*var obs = Selection.objects;
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foreach (var obj in obs)
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{
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if (obj.GetType().Name.Contains("EditorClip"))
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{
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Debug.Log("clip selected");
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var selClip = obj.GetType().GetProperty("clip").GetValue(obj, null);
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var timeLineClip = selClip as UnityEngine.Timeline.TimelineClip;
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Debug.Log("clip name: " + timeLineClip.displayName);
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}
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}*/
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// Now that we know we have stuff to export, get the user-desired path.
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string directory = string.IsNullOrEmpty(LastFilePath)
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? Application.dataPath
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: System.IO.Path.GetDirectoryName(LastFilePath);
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string title = string.Format("Export Model FBX ({0})", FileBaseName);
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string title = "Select the folder in which the animation files from the timeline will be exported";
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string folderPath = EditorUtility.SaveFolderPanel(title, directory, "");
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if (string.IsNullOrEmpty(folderPath))
@@ -3099,7 +3085,6 @@ static void OnClipContextClick(MenuCommand command)
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}
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}
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3102-
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foreach (GameObject obj in selection)
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{
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Debug.Log(obj.GetType().BaseType.ToString() + ":" + obj.name);

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